/*
* Copyright (C) 1997-2001 Id Software, Inc.
* 
* This program is free software; you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free Software
* Foundation; either version 2 of the License, or (at your option) any later
* version.
* 
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE.
* 
* See the GNU General Public License for more details.
* 
* You should have received a copy of the GNU General Public License along with
* this program; if not, write to the Free Software Foundation, Inc., 59 Temple
* Place - Suite 330, Boston, MA 02111-1307, USA.
*  
*/

// Created on 13.11.2003 by RST.
// $Id: M_Infantry.java,v 1.4 2005/11/20 22:18:33 salomo Exp $
using System;
using Defines = Suake2.UI.Defines;
using M = Suake2.UI.client.M;
using Suake2.UI.game;
using EntDieAdapter = Suake2.UI.game.EntDieAdapter;
using EntDodgeAdapter = Suake2.UI.game.EntDodgeAdapter;
using EntInteractAdapter = Suake2.UI.game.EntInteractAdapter;
using EntPainAdapter = Suake2.UI.game.EntPainAdapter;
using EntThinkAdapter = Suake2.UI.game.EntThinkAdapter;
using GameAI = Suake2.UI.game.GameAI;
using GameBase = Suake2.UI.game.GameBase;
using GameUtil = Suake2.UI.game.GameUtil;
using Monster = Suake2.UI.game.Monster;
using edict_t = Suake2.UI.game.edict_t;
using mframe_t = Suake2.UI.game.mframe_t;
using mmove_t = Suake2.UI.game.mmove_t;
using Lib = Suake2.UI.util.Lib;
using Math3D = Suake2.UI.util.Math3D;
namespace Suake2.UI.game.monsters
{
	
	public class M_Infantry
	{
		public M_Infantry()
		{
			InitBlock();
		}
		public class AnonymousClassEntThinkAdapter:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "infantry_stand";
				}
				
			}
			public override bool think(edict_t self)
			{
				self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Infantry.infantry_move_stand;
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter1:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "infantry_fidget";
				}
				
			}
			public override bool think(edict_t self)
			{
				self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Infantry.infantry_move_fidget;
				GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Infantry.sound_idle, 1, Defines.ATTN_IDLE, 0);
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter2:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "infantry_walk";
				}
				
			}
			public override bool think(edict_t self)
			{
				self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Infantry.infantry_move_walk;
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter3:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "infantry_run";
				}
				
			}
			public override bool think(edict_t self)
			{
				if ((self.monsterinfo.aiflags & Defines.AI_STAND_GROUND) != 0)
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Infantry.infantry_move_stand;
				else
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Infantry.infantry_move_run;
				return true;
			}
		}
		public class AnonymousClassEntPainAdapter:EntPainAdapter
		{
			override public System.String ID
			{
				get
				{
					return "infantry_pain";
				}
				
			}
			public override void  pain(edict_t self, edict_t other, float kick, int damage)
			{
				
				int n;
				
				if (self.health < (self.max_health / 2))
					self.s.skinnum = 1;
				
				if (GameBase.level.time < self.pain_debounce_time)
					return ;
				
				self.pain_debounce_time = GameBase.level.time + 3;
				
				if (GameBase.skill.value_Renamed == 3)
					return ; // no pain anims in nightmare
				
				n = Lib.rand() % 2;
				if (n == 0)
				{
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Infantry.infantry_move_pain1;
					GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Infantry.sound_pain1, 1, Defines.ATTN_NORM, 0);
				}
				else
				{
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Infantry.infantry_move_pain2;
					GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Infantry.sound_pain2, 1, Defines.ATTN_NORM, 0);
				}
			}
		}
		public class AnonymousClassEntThinkAdapter4:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "InfantryMachineGun";
				}
				
			}
			public override bool think(edict_t self)
			{
				float[] start = new float[]{0, 0, 0}, target = new float[]{0, 0, 0};
				float[] forward = new float[]{0, 0, 0}, right = new float[]{0, 0, 0};
				float[] vec = new float[]{0, 0, 0};
				int flash_number;
				
				if (self.s.frame == jake2.game.monsters.M_Infantry.FRAME_attak111)
				{
					flash_number = Defines.MZ2_INFANTRY_MACHINEGUN_1;
					Math3D.AngleVectors(self.s.angles, forward, right, null);
					Math3D.G_ProjectSource(self.s.origin, M_Flash.monster_flash_offset[flash_number], forward, right, start);
					
					if (self.enemy != null)
					{
						Math3D.VectorMA(self.enemy.s.origin, - 0.2f, self.enemy.velocity, target);
						target[2] += self.enemy.viewheight;
						Math3D.VectorSubtract(target, start, forward);
						Math3D.VectorNormalize(forward);
					}
					else
					{
						Math3D.AngleVectors(self.s.angles, forward, right, null);
					}
				}
				else
				{
					flash_number = Defines.MZ2_INFANTRY_MACHINEGUN_2 + (self.s.frame - jake2.game.monsters.M_Infantry.FRAME_death211);
					
					Math3D.AngleVectors(self.s.angles, forward, right, null);
					Math3D.G_ProjectSource(self.s.origin, M_Flash.monster_flash_offset[flash_number], forward, right, start);
					
					Math3D.VectorSubtract(self.s.angles, jake2.game.monsters.M_Infantry.aimangles[flash_number - Defines.MZ2_INFANTRY_MACHINEGUN_2], vec);
					Math3D.AngleVectors(vec, forward, null, null);
				}
				
				Monster.monster_fire_bullet(self, start, forward, 3, 4, Defines.DEFAULT_BULLET_HSPREAD, Defines.DEFAULT_BULLET_VSPREAD, flash_number);
				return true;
			}
		}
		public class AnonymousClassEntInteractAdapter:EntInteractAdapter
		{
			override public System.String ID
			{
				get
				{
					return "infantry_sight";
				}
				
			}
			public override bool interact(edict_t self, edict_t other)
			{
				GameBase.gi.sound(self, Defines.CHAN_BODY, jake2.game.monsters.M_Infantry.sound_sight, 1, Defines.ATTN_NORM, 0);
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter5:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "infantry_dead";
				}
				
			}
			public override bool think(edict_t self)
			{
				Math3D.VectorSet(self.mins, - 16, - 16, - 24);
				Math3D.VectorSet(self.maxs, 16, 16, - 8);
				self.movetype = Defines.MOVETYPE_TOSS;
				self.svflags |= Defines.SVF_DEADMONSTER;
				GameBase.gi.linkentity(self);
				
				M.M_FlyCheck.think(self);
				return true;
			}
		}
		public class AnonymousClassEntDieAdapter:EntDieAdapter
		{
			override public System.String ID
			{
				get
				{
					return "infantry_die";
				}
				
			}
			public override void  die(edict_t self, edict_t inflictor, edict_t attacker, int damage, float[] point)
			{
				
				int n;
				
				//	check for gib
				if (self.health <= self.gib_health)
				{
					GameBase.gi.sound(self, Defines.CHAN_VOICE, GameBase.gi.soundindex("misc/udeath.wav"), 1, Defines.ATTN_NORM, 0);
					for (n = 0; n < 2; n++)
						GameMisc.ThrowGib(self, "models/objects/gibs/bone/tris.md2", damage, Defines.GIB_ORGANIC);
					for (n = 0; n < 4; n++)
						GameMisc.ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", damage, Defines.GIB_ORGANIC);
					GameMisc.ThrowHead(self, "models/objects/gibs/head2/tris.md2", damage, Defines.GIB_ORGANIC);
					self.deadflag = Defines.DEAD_DEAD;
					return ;
				}
				
				if (self.deadflag == Defines.DEAD_DEAD)
					return ;
				
				//	regular death
				self.deadflag = Defines.DEAD_DEAD;
				self.takedamage = Defines.DAMAGE_YES;
				
				n = Lib.rand() % 3;
				if (n == 0)
				{
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Infantry.infantry_move_death1;
					GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Infantry.sound_die2, 1, Defines.ATTN_NORM, 0);
				}
				else if (n == 1)
				{
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Infantry.infantry_move_death2;
					GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Infantry.sound_die1, 1, Defines.ATTN_NORM, 0);
				}
				else
				{
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Infantry.infantry_move_death3;
					GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Infantry.sound_die2, 1, Defines.ATTN_NORM, 0);
				}
			}
		}
		public class AnonymousClassEntThinkAdapter6:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "infantry_duck_down";
				}
				
			}
			public override bool think(edict_t self)
			{
				if ((self.monsterinfo.aiflags & Defines.AI_DUCKED) != 0)
					return true;
				self.monsterinfo.aiflags |= Defines.AI_DUCKED;
				self.maxs[2] -= 32;
				self.takedamage = Defines.DAMAGE_YES;
				self.monsterinfo.pausetime = GameBase.level.time + 1;
				GameBase.gi.linkentity(self);
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter7:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "infantry_duck_hold";
				}
				
			}
			public override bool think(edict_t self)
			{
				if (GameBase.level.time >= self.monsterinfo.pausetime)
					self.monsterinfo.aiflags &= ~ Defines.AI_HOLD_FRAME;
				else
					self.monsterinfo.aiflags |= Defines.AI_HOLD_FRAME;
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter8:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "infantry_duck_up";
				}
				
			}
			public override bool think(edict_t self)
			{
				self.monsterinfo.aiflags &= ~ Defines.AI_DUCKED;
				self.maxs[2] += 32;
				self.takedamage = Defines.DAMAGE_AIM;
				GameBase.gi.linkentity(self);
				return true;
			}
		}
		public class AnonymousClassEntDodgeAdapter:EntDodgeAdapter
		{
			override public System.String ID
			{
				get
				{
					return "infantry_dodge";
				}
				
			}
			public override void  dodge(edict_t self, edict_t attacker, float eta)
			{
				if (Lib.random() > 0.25)
					return ;
				
				if (null == self.enemy)
					self.enemy = attacker;
				
				self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Infantry.infantry_move_duck;
			}
		}
		public class AnonymousClassEntThinkAdapter9:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "infantry_cock_gun";
				}
				
			}
			public override bool think(edict_t self)
			{
				int n;
				
				GameBase.gi.sound(self, Defines.CHAN_WEAPON, jake2.game.monsters.M_Infantry.sound_weapon_cock, 1, Defines.ATTN_NORM, 0);
				n = (Lib.rand() & 15) + 3 + 7;
				self.monsterinfo.pausetime = GameBase.level.time + n * Defines.FRAMETIME;
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter10:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "infantry_fire";
				}
				
			}
			public override bool think(edict_t self)
			{
				jake2.game.monsters.M_Infantry.InfantryMachineGun.think(self);
				
				if (GameBase.level.time >= self.monsterinfo.pausetime)
					self.monsterinfo.aiflags &= ~ Defines.AI_HOLD_FRAME;
				else
					self.monsterinfo.aiflags |= Defines.AI_HOLD_FRAME;
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter11:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "infantry_swing";
				}
				
			}
			
			public override bool think(edict_t self)
			{
				GameBase.gi.sound(self, Defines.CHAN_WEAPON, jake2.game.monsters.M_Infantry.sound_punch_swing, 1, Defines.ATTN_NORM, 0);
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter12:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "infantry_smack";
				}
				
			}
			public override bool think(edict_t self)
			{
				float[] aim = new float[]{0, 0, 0};
				
				Math3D.VectorSet(aim, Defines.MELEE_DISTANCE, 0, 0);
				if (GameWeapon.fire_hit(self, aim, (5 + (Lib.rand() % 5)), 50))
					GameBase.gi.sound(self, Defines.CHAN_WEAPON, jake2.game.monsters.M_Infantry.sound_punch_hit, 1, Defines.ATTN_NORM, 0);
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter13:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "infantry_attack";
				}
				
			}
			public override bool think(edict_t self)
			{
				if (GameUtil.range(self, self.enemy) == Defines.RANGE_MELEE)
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Infantry.infantry_move_attack2;
				else
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Infantry.infantry_move_attack1;
				return true;
			}
		}
		private void  InitBlock()
		{
			infantry_frames_stand = new mframe_t[]{new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null)};
			infantry_frames_fidget = new mframe_t[]{new mframe_t(GameAI.ai_stand, 1, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 1, null), new mframe_t(GameAI.ai_stand, 3, null), new mframe_t(GameAI.ai_stand, 6, null), new mframe_t(GameAI.ai_stand, 3, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 1, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 1, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, - 1, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 1, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, - 2, null), new mframe_t(GameAI.ai_stand, 1, null), new mframe_t(GameAI.ai_stand, 1, null), new mframe_t(GameAI.ai_stand, 1, null), new mframe_t(GameAI.ai_stand, - 1, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, - 1, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, - 1, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 1, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, - 1, null), new mframe_t(GameAI.ai_stand, - 1, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, - 3, null), new mframe_t(GameAI.ai_stand, - 2, null), new mframe_t(GameAI.ai_stand, - 3, null), new mframe_t(GameAI.ai_stand, - 3, null), new mframe_t(GameAI.ai_stand, - 2, null)};
			infantry_frames_walk = new mframe_t[]{new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 4, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 4, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 4, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 6, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 4, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 4, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 4, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 4, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null)};
			infantry_frames_run = new mframe_t[]{new mframe_t(GameAI.ai_run, 10, null), new mframe_t(GameAI.ai_run, 20, null), new mframe_t(GameAI.ai_run, 5, null), new mframe_t(GameAI.ai_run, 7, null), new mframe_t(GameAI.ai_run, 30, null), new mframe_t(GameAI.ai_run, 35, null), new mframe_t(GameAI.ai_run, 2, null), new mframe_t(GameAI.ai_run, 6, null)};
			infantry_frames_pain1 = new mframe_t[]{new mframe_t(GameAI.ai_move_Renamed_Field, - 3, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 2, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 1, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 2, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 1, null), new mframe_t(GameAI.ai_move_Renamed_Field, 1, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 1, null), new mframe_t(GameAI.ai_move_Renamed_Field, 1, null), new mframe_t(GameAI.ai_move_Renamed_Field, 6, null), new mframe_t(GameAI.ai_move_Renamed_Field, 2, null)};
			infantry_frames_pain2 = new mframe_t[]{new mframe_t(GameAI.ai_move_Renamed_Field, - 3, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 3, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 1, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 2, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 2, null), new mframe_t(GameAI.ai_move_Renamed_Field, 5, null), new mframe_t(GameAI.ai_move_Renamed_Field, 2, null)};
			infantry_frames_death1 = new mframe_t[]{new mframe_t(GameAI.ai_move_Renamed_Field, - 4, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 1, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 4, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 1, null), new mframe_t(GameAI.ai_move_Renamed_Field, 3, null), new mframe_t(GameAI.ai_move_Renamed_Field, 1, null), new mframe_t(GameAI.ai_move_Renamed_Field, 1, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 2, null), new mframe_t(GameAI.ai_move_Renamed_Field, 2, null), new mframe_t(GameAI.ai_move_Renamed_Field, 2, null), new mframe_t(GameAI.ai_move_Renamed_Field, 9, null), new mframe_t(GameAI.ai_move_Renamed_Field, 9, null), new mframe_t(GameAI.ai_move_Renamed_Field, 5, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 3, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 3, null)};
			infantry_frames_death2 = new mframe_t[]{new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 1, null), new mframe_t(GameAI.ai_move_Renamed_Field, 5, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 1, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 1, null), new mframe_t(GameAI.ai_move_Renamed_Field, 1, null), new mframe_t(GameAI.ai_move_Renamed_Field, 4, null), new mframe_t(GameAI.ai_move_Renamed_Field, 3, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 2, InfantryMachineGun), new mframe_t(GameAI.ai_move_Renamed_Field, - 2, InfantryMachineGun), new mframe_t(GameAI.ai_move_Renamed_Field, - 3, InfantryMachineGun), new mframe_t(GameAI.ai_move_Renamed_Field, - 1, InfantryMachineGun), new mframe_t(GameAI.ai_move_Renamed_Field, - 2, InfantryMachineGun), new mframe_t(GameAI.ai_move_Renamed_Field, 0, InfantryMachineGun), new mframe_t(GameAI.ai_move_Renamed_Field, 2, InfantryMachineGun), new mframe_t(GameAI.ai_move_Renamed_Field, 2, InfantryMachineGun), new mframe_t(GameAI.ai_move_Renamed_Field, 3, InfantryMachineGun), new mframe_t(GameAI.ai_move_Renamed_Field, - 10, InfantryMachineGun), new mframe_t(GameAI.ai_move_Renamed_Field, - 7, InfantryMachineGun), new mframe_t(GameAI.ai_move_Renamed_Field, - 8, InfantryMachineGun), new mframe_t(GameAI.ai_move_Renamed_Field, - 6, null), new mframe_t(GameAI.ai_move_Renamed_Field, 4, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null)};
			infantry_frames_death3 = new mframe_t[]{new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 6, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 11, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 3, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 11, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null)};
			infantry_frames_duck = new mframe_t[]{new mframe_t(GameAI.ai_move_Renamed_Field, - 2, infantry_duck_down), new mframe_t(GameAI.ai_move_Renamed_Field, - 5, infantry_duck_hold), new mframe_t(GameAI.ai_move_Renamed_Field, 3, null), new mframe_t(GameAI.ai_move_Renamed_Field, 4, infantry_duck_up), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null)};
			infantry_frames_attack1 = new mframe_t[]{new mframe_t(GameAI.ai_charge, 4, null), new mframe_t(GameAI.ai_charge, - 1, null), new mframe_t(GameAI.ai_charge, - 1, null), new mframe_t(GameAI.ai_charge, 0, infantry_cock_gun), new mframe_t(GameAI.ai_charge, - 1, null), new mframe_t(GameAI.ai_charge, 1, null), new mframe_t(GameAI.ai_charge, 1, null), new mframe_t(GameAI.ai_charge, 2, null), new mframe_t(GameAI.ai_charge, - 2, null), new mframe_t(GameAI.ai_charge, - 3, null), new mframe_t(GameAI.ai_charge, 1, infantry_fire), new mframe_t(GameAI.ai_charge, 5, null), new mframe_t(GameAI.ai_charge, - 1, null), new mframe_t(GameAI.ai_charge, - 2, null), new mframe_t(GameAI.ai_charge, - 3, null)};
			infantry_frames_attack2 = new mframe_t[]{new mframe_t(GameAI.ai_charge, 3, null), new mframe_t(GameAI.ai_charge, 6, null), new mframe_t(GameAI.ai_charge, 0, infantry_swing), new mframe_t(GameAI.ai_charge, 8, null), new mframe_t(GameAI.ai_charge, 5, null), new mframe_t(GameAI.ai_charge, 8, infantry_smack), new mframe_t(GameAI.ai_charge, 6, null), new mframe_t(GameAI.ai_charge, 3, null)};
		}
		
		//	This file generated by ModelGen - Do NOT Modify
		
		public const int FRAME_gun02 = 0;
		
		public const int FRAME_stand01 = 1;
		
		public const int FRAME_stand02 = 2;
		
		public const int FRAME_stand03 = 3;
		
		public const int FRAME_stand04 = 4;
		
		public const int FRAME_stand05 = 5;
		
		public const int FRAME_stand06 = 6;
		
		public const int FRAME_stand07 = 7;
		
		public const int FRAME_stand08 = 8;
		
		public const int FRAME_stand09 = 9;
		
		public const int FRAME_stand10 = 10;
		
		public const int FRAME_stand11 = 11;
		
		public const int FRAME_stand12 = 12;
		
		public const int FRAME_stand13 = 13;
		
		public const int FRAME_stand14 = 14;
		
		public const int FRAME_stand15 = 15;
		
		public const int FRAME_stand16 = 16;
		
		public const int FRAME_stand17 = 17;
		
		public const int FRAME_stand18 = 18;
		
		public const int FRAME_stand19 = 19;
		
		public const int FRAME_stand20 = 20;
		
		public const int FRAME_stand21 = 21;
		
		public const int FRAME_stand22 = 22;
		
		public const int FRAME_stand23 = 23;
		
		public const int FRAME_stand24 = 24;
		
		public const int FRAME_stand25 = 25;
		
		public const int FRAME_stand26 = 26;
		
		public const int FRAME_stand27 = 27;
		
		public const int FRAME_stand28 = 28;
		
		public const int FRAME_stand29 = 29;
		
		public const int FRAME_stand30 = 30;
		
		public const int FRAME_stand31 = 31;
		
		public const int FRAME_stand32 = 32;
		
		public const int FRAME_stand33 = 33;
		
		public const int FRAME_stand34 = 34;
		
		public const int FRAME_stand35 = 35;
		
		public const int FRAME_stand36 = 36;
		
		public const int FRAME_stand37 = 37;
		
		public const int FRAME_stand38 = 38;
		
		public const int FRAME_stand39 = 39;
		
		public const int FRAME_stand40 = 40;
		
		public const int FRAME_stand41 = 41;
		
		public const int FRAME_stand42 = 42;
		
		public const int FRAME_stand43 = 43;
		
		public const int FRAME_stand44 = 44;
		
		public const int FRAME_stand45 = 45;
		
		public const int FRAME_stand46 = 46;
		
		public const int FRAME_stand47 = 47;
		
		public const int FRAME_stand48 = 48;
		
		public const int FRAME_stand49 = 49;
		
		public const int FRAME_stand50 = 50;
		
		public const int FRAME_stand51 = 51;
		
		public const int FRAME_stand52 = 52;
		
		public const int FRAME_stand53 = 53;
		
		public const int FRAME_stand54 = 54;
		
		public const int FRAME_stand55 = 55;
		
		public const int FRAME_stand56 = 56;
		
		public const int FRAME_stand57 = 57;
		
		public const int FRAME_stand58 = 58;
		
		public const int FRAME_stand59 = 59;
		
		public const int FRAME_stand60 = 60;
		
		public const int FRAME_stand61 = 61;
		
		public const int FRAME_stand62 = 62;
		
		public const int FRAME_stand63 = 63;
		
		public const int FRAME_stand64 = 64;
		
		public const int FRAME_stand65 = 65;
		
		public const int FRAME_stand66 = 66;
		
		public const int FRAME_stand67 = 67;
		
		public const int FRAME_stand68 = 68;
		
		public const int FRAME_stand69 = 69;
		
		public const int FRAME_stand70 = 70;
		
		public const int FRAME_stand71 = 71;
		
		public const int FRAME_walk01 = 72;
		
		public const int FRAME_walk02 = 73;
		
		public const int FRAME_walk03 = 74;
		
		public const int FRAME_walk04 = 75;
		
		public const int FRAME_walk05 = 76;
		
		public const int FRAME_walk06 = 77;
		
		public const int FRAME_walk07 = 78;
		
		public const int FRAME_walk08 = 79;
		
		public const int FRAME_walk09 = 80;
		
		public const int FRAME_walk10 = 81;
		
		public const int FRAME_walk11 = 82;
		
		public const int FRAME_walk12 = 83;
		
		public const int FRAME_walk13 = 84;
		
		public const int FRAME_walk14 = 85;
		
		public const int FRAME_walk15 = 86;
		
		public const int FRAME_walk16 = 87;
		
		public const int FRAME_walk17 = 88;
		
		public const int FRAME_walk18 = 89;
		
		public const int FRAME_walk19 = 90;
		
		public const int FRAME_walk20 = 91;
		
		public const int FRAME_run01 = 92;
		
		public const int FRAME_run02 = 93;
		
		public const int FRAME_run03 = 94;
		
		public const int FRAME_run04 = 95;
		
		public const int FRAME_run05 = 96;
		
		public const int FRAME_run06 = 97;
		
		public const int FRAME_run07 = 98;
		
		public const int FRAME_run08 = 99;
		
		public const int FRAME_pain101 = 100;
		
		public const int FRAME_pain102 = 101;
		
		public const int FRAME_pain103 = 102;
		
		public const int FRAME_pain104 = 103;
		
		public const int FRAME_pain105 = 104;
		
		public const int FRAME_pain106 = 105;
		
		public const int FRAME_pain107 = 106;
		
		public const int FRAME_pain108 = 107;
		
		public const int FRAME_pain109 = 108;
		
		public const int FRAME_pain110 = 109;
		
		public const int FRAME_pain201 = 110;
		
		public const int FRAME_pain202 = 111;
		
		public const int FRAME_pain203 = 112;
		
		public const int FRAME_pain204 = 113;
		
		public const int FRAME_pain205 = 114;
		
		public const int FRAME_pain206 = 115;
		
		public const int FRAME_pain207 = 116;
		
		public const int FRAME_pain208 = 117;
		
		public const int FRAME_pain209 = 118;
		
		public const int FRAME_pain210 = 119;
		
		public const int FRAME_duck01 = 120;
		
		public const int FRAME_duck02 = 121;
		
		public const int FRAME_duck03 = 122;
		
		public const int FRAME_duck04 = 123;
		
		public const int FRAME_duck05 = 124;
		
		public const int FRAME_death101 = 125;
		
		public const int FRAME_death102 = 126;
		
		public const int FRAME_death103 = 127;
		
		public const int FRAME_death104 = 128;
		
		public const int FRAME_death105 = 129;
		
		public const int FRAME_death106 = 130;
		
		public const int FRAME_death107 = 131;
		
		public const int FRAME_death108 = 132;
		
		public const int FRAME_death109 = 133;
		
		public const int FRAME_death110 = 134;
		
		public const int FRAME_death111 = 135;
		
		public const int FRAME_death112 = 136;
		
		public const int FRAME_death113 = 137;
		
		public const int FRAME_death114 = 138;
		
		public const int FRAME_death115 = 139;
		
		public const int FRAME_death116 = 140;
		
		public const int FRAME_death117 = 141;
		
		public const int FRAME_death118 = 142;
		
		public const int FRAME_death119 = 143;
		
		public const int FRAME_death120 = 144;
		
		public const int FRAME_death201 = 145;
		
		public const int FRAME_death202 = 146;
		
		public const int FRAME_death203 = 147;
		
		public const int FRAME_death204 = 148;
		
		public const int FRAME_death205 = 149;
		
		public const int FRAME_death206 = 150;
		
		public const int FRAME_death207 = 151;
		
		public const int FRAME_death208 = 152;
		
		public const int FRAME_death209 = 153;
		
		public const int FRAME_death210 = 154;
		
		public const int FRAME_death211 = 155;
		
		public const int FRAME_death212 = 156;
		
		public const int FRAME_death213 = 157;
		
		public const int FRAME_death214 = 158;
		
		public const int FRAME_death215 = 159;
		
		public const int FRAME_death216 = 160;
		
		public const int FRAME_death217 = 161;
		
		public const int FRAME_death218 = 162;
		
		public const int FRAME_death219 = 163;
		
		public const int FRAME_death220 = 164;
		
		public const int FRAME_death221 = 165;
		
		public const int FRAME_death222 = 166;
		
		public const int FRAME_death223 = 167;
		
		public const int FRAME_death224 = 168;
		
		public const int FRAME_death225 = 169;
		
		public const int FRAME_death301 = 170;
		
		public const int FRAME_death302 = 171;
		
		public const int FRAME_death303 = 172;
		
		public const int FRAME_death304 = 173;
		
		public const int FRAME_death305 = 174;
		
		public const int FRAME_death306 = 175;
		
		public const int FRAME_death307 = 176;
		
		public const int FRAME_death308 = 177;
		
		public const int FRAME_death309 = 178;
		
		public const int FRAME_block01 = 179;
		
		public const int FRAME_block02 = 180;
		
		public const int FRAME_block03 = 181;
		
		public const int FRAME_block04 = 182;
		
		public const int FRAME_block05 = 183;
		
		public const int FRAME_attak101 = 184;
		
		public const int FRAME_attak102 = 185;
		
		public const int FRAME_attak103 = 186;
		
		public const int FRAME_attak104 = 187;
		
		public const int FRAME_attak105 = 188;
		
		public const int FRAME_attak106 = 189;
		
		public const int FRAME_attak107 = 190;
		
		public const int FRAME_attak108 = 191;
		
		public const int FRAME_attak109 = 192;
		
		public const int FRAME_attak110 = 193;
		
		public const int FRAME_attak111 = 194;
		
		public const int FRAME_attak112 = 195;
		
		public const int FRAME_attak113 = 196;
		
		public const int FRAME_attak114 = 197;
		
		public const int FRAME_attak115 = 198;
		
		public const int FRAME_attak201 = 199;
		
		public const int FRAME_attak202 = 200;
		
		public const int FRAME_attak203 = 201;
		
		public const int FRAME_attak204 = 202;
		
		public const int FRAME_attak205 = 203;
		
		public const int FRAME_attak206 = 204;
		
		public const int FRAME_attak207 = 205;
		
		public const int FRAME_attak208 = 206;
		
		public const float MODEL_SCALE = 1.000000f;
		
		internal static int sound_pain1;
		
		internal static int sound_pain2;
		
		internal static int sound_die1;
		
		internal static int sound_die2;
		
		internal static int sound_gunshot;
		
		internal static int sound_weapon_cock;
		
		internal static int sound_punch_swing;
		
		internal static int sound_punch_hit;
		
		internal static int sound_sight;
		
		internal static int sound_search;
		
		internal static int sound_idle;
		
		//UPGRADE_NOTE: The initialization of  'infantry_frames_stand' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] infantry_frames_stand;
		
		internal static mmove_t infantry_move_stand = new mmove_t(FRAME_stand50, FRAME_stand71, infantry_frames_stand, null);
		
		//UPGRADE_NOTE: The initialization of  'infantry_stand' was moved to static method 'jake2.game.monsters.M_Infantry'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		public static EntThinkAdapter infantry_stand;
		
		//UPGRADE_NOTE: The initialization of  'infantry_frames_fidget' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] infantry_frames_fidget;
		
		internal static mmove_t infantry_move_fidget = new mmove_t(FRAME_stand01, FRAME_stand49, infantry_frames_fidget, infantry_stand);
		
		//UPGRADE_NOTE: The initialization of  'infantry_fidget' was moved to static method 'jake2.game.monsters.M_Infantry'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter infantry_fidget;
		
		//UPGRADE_NOTE: The initialization of  'infantry_frames_walk' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] infantry_frames_walk;
		
		internal static mmove_t infantry_move_walk = new mmove_t(FRAME_walk03, FRAME_walk14, infantry_frames_walk, null);
		
		//UPGRADE_NOTE: The initialization of  'infantry_walk' was moved to static method 'jake2.game.monsters.M_Infantry'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter infantry_walk;
		
		//UPGRADE_NOTE: The initialization of  'infantry_frames_run' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] infantry_frames_run;
		
		internal static mmove_t infantry_move_run = new mmove_t(FRAME_run01, FRAME_run08, infantry_frames_run, null);
		
		//UPGRADE_NOTE: The initialization of  'infantry_run' was moved to static method 'jake2.game.monsters.M_Infantry'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter infantry_run;
		
		//UPGRADE_NOTE: The initialization of  'infantry_frames_pain1' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] infantry_frames_pain1;
		
		internal static mmove_t infantry_move_pain1 = new mmove_t(FRAME_pain101, FRAME_pain110, infantry_frames_pain1, infantry_run);
		
		//UPGRADE_NOTE: The initialization of  'infantry_frames_pain2' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] infantry_frames_pain2;
		
		internal static mmove_t infantry_move_pain2 = new mmove_t(FRAME_pain201, FRAME_pain210, infantry_frames_pain2, infantry_run);
		
		//UPGRADE_NOTE: The initialization of  'infantry_pain' was moved to static method 'jake2.game.monsters.M_Infantry'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntPainAdapter infantry_pain;
		
		internal static float[][] aimangles = new float[][]{new float[]{0.0f, 5.0f, 0.0f}, new float[]{10.0f, 15.0f, 0.0f}, new float[]{20.0f, 25.0f, 0.0f}, new float[]{25.0f, 35.0f, 0.0f}, new float[]{30.0f, 40.0f, 0.0f}, new float[]{30.0f, 45.0f, 0.0f}, new float[]{25.0f, 50.0f, 0.0f}, new float[]{20.0f, 40.0f, 0.0f}, new float[]{15.0f, 35.0f, 0.0f}, new float[]{40.0f, 35.0f, 0.0f}, new float[]{70.0f, 35.0f, 0.0f}, new float[]{90.0f, 35.0f, 0.0f}};
		
		//UPGRADE_NOTE: The initialization of  'InfantryMachineGun' was moved to static method 'jake2.game.monsters.M_Infantry'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter InfantryMachineGun;
		
		//UPGRADE_NOTE: The initialization of  'infantry_sight' was moved to static method 'jake2.game.monsters.M_Infantry'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntInteractAdapter infantry_sight;
		
		///
		
		//UPGRADE_NOTE: The initialization of  'infantry_dead' was moved to static method 'jake2.game.monsters.M_Infantry'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter infantry_dead;
		
		//UPGRADE_NOTE: The initialization of  'infantry_frames_death1' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] infantry_frames_death1;
		
		internal static mmove_t infantry_move_death1 = new mmove_t(FRAME_death101, FRAME_death120, infantry_frames_death1, infantry_dead);
		
		//	Off with his head
		//UPGRADE_NOTE: The initialization of  'infantry_frames_death2' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] infantry_frames_death2;
		
		internal static mmove_t infantry_move_death2 = new mmove_t(FRAME_death201, FRAME_death225, infantry_frames_death2, infantry_dead);
		
		//UPGRADE_NOTE: The initialization of  'infantry_frames_death3' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] infantry_frames_death3;
		
		internal static mmove_t infantry_move_death3 = new mmove_t(FRAME_death301, FRAME_death309, infantry_frames_death3, infantry_dead);
		
		//UPGRADE_NOTE: The initialization of  'infantry_die' was moved to static method 'jake2.game.monsters.M_Infantry'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		public static EntDieAdapter infantry_die;
		
		//UPGRADE_NOTE: The initialization of  'infantry_duck_down' was moved to static method 'jake2.game.monsters.M_Infantry'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter infantry_duck_down;
		
		//UPGRADE_NOTE: The initialization of  'infantry_duck_hold' was moved to static method 'jake2.game.monsters.M_Infantry'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter infantry_duck_hold;
		
		//UPGRADE_NOTE: The initialization of  'infantry_duck_up' was moved to static method 'jake2.game.monsters.M_Infantry'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter infantry_duck_up;
		
		//UPGRADE_NOTE: The initialization of  'infantry_frames_duck' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] infantry_frames_duck;
		
		internal static mmove_t infantry_move_duck = new mmove_t(FRAME_duck01, FRAME_duck05, infantry_frames_duck, infantry_run);
		
		//UPGRADE_NOTE: The initialization of  'infantry_dodge' was moved to static method 'jake2.game.monsters.M_Infantry'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntDodgeAdapter infantry_dodge;
		
		//UPGRADE_NOTE: The initialization of  'infantry_cock_gun' was moved to static method 'jake2.game.monsters.M_Infantry'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter infantry_cock_gun;
		
		//UPGRADE_NOTE: The initialization of  'infantry_fire' was moved to static method 'jake2.game.monsters.M_Infantry'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter infantry_fire;
		
		//UPGRADE_NOTE: The initialization of  'infantry_frames_attack1' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] infantry_frames_attack1;
		
		internal static mmove_t infantry_move_attack1 = new mmove_t(FRAME_attak101, FRAME_attak115, infantry_frames_attack1, infantry_run);
		
		//UPGRADE_NOTE: The initialization of  'infantry_swing' was moved to static method 'jake2.game.monsters.M_Infantry'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter infantry_swing;
		
		//UPGRADE_NOTE: The initialization of  'infantry_smack' was moved to static method 'jake2.game.monsters.M_Infantry'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter infantry_smack;
		
		//UPGRADE_NOTE: The initialization of  'infantry_frames_attack2' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] infantry_frames_attack2;
		
		internal static mmove_t infantry_move_attack2 = new mmove_t(FRAME_attak201, FRAME_attak208, infantry_frames_attack2, infantry_run);
		
		//UPGRADE_NOTE: The initialization of  'infantry_attack' was moved to static method 'jake2.game.monsters.M_Infantry'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter infantry_attack;
		
		/*
		* QUAKED monster_infantry (1 .5 0) (-16 -16 -24) (16 16 32) Ambush
		* Trigger_Spawn Sight
		*/
		public static void  SP_monster_infantry(edict_t self)
		{
			if (GameBase.deathmatch.value_Renamed != 0)
			{
				GameUtil.G_FreeEdict(self);
				return ;
			}
			
			sound_pain1 = GameBase.gi.soundindex("infantry/infpain1.wav");
			sound_pain2 = GameBase.gi.soundindex("infantry/infpain2.wav");
			sound_die1 = GameBase.gi.soundindex("infantry/infdeth1.wav");
			sound_die2 = GameBase.gi.soundindex("infantry/infdeth2.wav");
			
			sound_gunshot = GameBase.gi.soundindex("infantry/infatck1.wav");
			sound_weapon_cock = GameBase.gi.soundindex("infantry/infatck3.wav");
			sound_punch_swing = GameBase.gi.soundindex("infantry/infatck2.wav");
			sound_punch_hit = GameBase.gi.soundindex("infantry/melee2.wav");
			
			sound_sight = GameBase.gi.soundindex("infantry/infsght1.wav");
			sound_search = GameBase.gi.soundindex("infantry/infsrch1.wav");
			sound_idle = GameBase.gi.soundindex("infantry/infidle1.wav");
			
			self.movetype = Defines.MOVETYPE_STEP;
			self.solid = Defines.SOLID_BBOX;
			self.s.modelindex = GameBase.gi.modelindex("models/monsters/infantry/tris.md2");
			Math3D.VectorSet(self.mins, - 16, - 16, - 24);
			Math3D.VectorSet(self.maxs, 16, 16, 32);
			
			self.health = 100;
			self.gib_health = - 40;
			self.mass = 200;
			
			self.pain = infantry_pain;
			self.die = infantry_die;
			
			self.monsterinfo.stand = infantry_stand;
			self.monsterinfo.walk = infantry_walk;
			self.monsterinfo.run = infantry_run;
			self.monsterinfo.dodge = infantry_dodge;
			self.monsterinfo.attack = infantry_attack;
			self.monsterinfo.melee = null;
			self.monsterinfo.sight = infantry_sight;
			self.monsterinfo.idle = infantry_fidget;
			
			GameBase.gi.linkentity(self);
			
			self.monsterinfo.currentmove = infantry_move_stand;
			self.monsterinfo.scale = MODEL_SCALE;
			
			GameAI.walkmonster_start.think(self);
		}
		static M_Infantry()
		{
			infantry_stand = new AnonymousClassEntThinkAdapter();
			infantry_fidget = new AnonymousClassEntThinkAdapter1();
			infantry_walk = new AnonymousClassEntThinkAdapter2();
			infantry_run = new AnonymousClassEntThinkAdapter3();
			infantry_pain = new AnonymousClassEntPainAdapter();
			InfantryMachineGun = new AnonymousClassEntThinkAdapter4();
			infantry_sight = new AnonymousClassEntInteractAdapter();
			infantry_dead = new AnonymousClassEntThinkAdapter5();
			infantry_die = new AnonymousClassEntDieAdapter();
			infantry_duck_down = new AnonymousClassEntThinkAdapter6();
			infantry_duck_hold = new AnonymousClassEntThinkAdapter7();
			infantry_duck_up = new AnonymousClassEntThinkAdapter8();
			infantry_dodge = new AnonymousClassEntDodgeAdapter();
			infantry_cock_gun = new AnonymousClassEntThinkAdapter9();
			infantry_fire = new AnonymousClassEntThinkAdapter10();
			infantry_swing = new AnonymousClassEntThinkAdapter11();
			infantry_smack = new AnonymousClassEntThinkAdapter12();
			infantry_attack = new AnonymousClassEntThinkAdapter13();
		}
	}
}